Wednesday, July 18, 2018
Sonic the Hedgehog: Issue 226
Sonic the Hedgehog: Issue 226
Publication Date: June 2011
In 2011, the “Sonic the Hedgehog” multimedia franchise turned twenty years old. That's right, the series was nearly of drinking age. Sega commemorated this momentous occasion with the release of three video games: “Sonic Generations,” a retro leaning game that addressed some of the long-held concerns about the series' modern direction while ignoring others. They also released “Sonic the Hedgehog 4: Episode 1,” a huge disappointment, and “Mario & Sonic at the London 2012 Olympic Games,” a game I'd comment on except, like everyone else in the world, I've never played it.
Archie's comic book series, which had ran for nearly as long by this point, picked a different route to celebrate. They kicked off a four-part story arc called “Genesis.” Following the retro direction “Generations” took the series in, the event would loosely adapt the first two original “Sonic” games, from all the way back in the Genesis (Megadrive for you limey bastards) era. Ian Flynn would express disappointment with the story, saying it was rushed through development. However, it remains a fan favorite. Archie would even greet the story arc with more pomp and circumstance than usual, giving it lots of advertising and republishing the story in a nice, hardcover trade collection.
The first part of “Genesis” is subtitled “In the Beginning...,” a religious reference that has no deeper meaning so don't read into it, Zack. Anyway, following Robotnik's activation of the Genesis Wave in issue 225, Sonic awakens in the Green Hill Zone. He has no memory of the past and only a vague conception of who he is. However, he quickly deduces that running fast and fucking up robots is what he does. Soon enough, he becomes aware of a mysterious person named Eggman and his plot to turn little animals into living batteries for his robotic minions. He plans on converting the entire natural world into a mechanical wasteland. Right then and there, Sonic decides to fight this enemy. Along the way, he encounters a group of Mobians calling themselves the Freedom Fighters, also determined to defeat the Eggman.
“Genesis” attempts to reduce the “Sonic” series back down to its essential elements. The original “Sonic” game was very light on story but touched upon potent ideas. At its core, “Sonic” is a franchise about a small creature fighting against a destructive, industrial take-over of his peaceful, natural world. “In the Beginning...” touches upon this in the briefest of ways. Sonic quickly realizes that the exploitation of nature is wrong and, due to his quick wits and natural moral sense, decides to fight it. Some stories would make me wonder if he was ignorant of it but this issue makes it pretty clear that Ian Flynn understands the core components of Sonic.
Refreshingly, he also considers the Freedom Fighters one of those key components. As I mentioned last time, some fans were concerned Sega would use “Genesis” as a way to remove Sally and the Freedom Fighters – cast members tied to a long canceled cartoon the corporation never acknowledges – from the book. Flynn rebuffs this concern quickly. Within a few pages, Sonic pops the prison capsule at the end of Green Hill Zone and out pops Sally, Antoine, and Rotor. Flynn clearly presents the point that these characters give Sonic, someone otherwise satisfied with running around aimlessly, a sense of direction and purpose. It also gives him someone to play off of. Within a few panels, Sonic and Sally are flirting and snipping with each other. Because the sexual tension is necessary. The sexual tension is absolute. The sexual tension is good.
As I've noted before, I suspect big event stories like “Genesis” were designed to bring in new readers. Perhaps the hope was classic “Sonic” fans, drawn to the book directly adapting the original game, would pick up the series? As sometimes happens when an event like this is planned, Flynn has to re-introduce Sonic and the supporting cast. To accomplish this, he simplifies everyone's personalities a little. Antoine is now the cowardly French surrender monkey SatAM depicted him as. Eggman isn't much more than a cackling villain, sporting his simplified classic design. Rotor is depicted as both the team's brawn and also their gadget guy. Sally, for some reason, gains the ability to communicate with lower animal lifeforms through the power of song. Sonic remains the most constant and that's, perhaps, how it should be. This is intended as both a ground level for newbies to come in on and also an intentional throwback to the franchise's earlier days.
“Genesis” is a fan favorite for a simple reason: Long time “Sonic” nerds get a thrill out of seeing the original games referenced. Why do you think Sega keeps bringing Green Hill Zone back? Considering the hundreds of “Sonic” stories Archie had published at this point, it's surprising they've never done a straight-up adaptation of that first game. So seeing Sonic and the gang run through Green Hill and the Marble Zone, seeing them battle Buzz Bombers and Catakillers, is a thrill. This is a speedy action story, focused on getting our cast through those stages as quickly as possible. To make this go down smoothly, Flynn throws in lots of humor – see Sonic and Sally's flirting or Antoine's cowardice – and plenty of action.
Further marking “Genesis'” status as the biggest “Sonic” event in a quite a while is the artwork. It's been 128-plus issues since Patrick Spaziante has drawn an actual “Sonic” comic. Technically, Spaz only did the outlines for this issue, which were then finished by Tracy Yardley. However, Spaz' command of dynamic action is still very clear. Shots of Sonic smashing Motobugs, or flying through Green Hill Zone on a Neutron, just leap off the page. Panels were Rotor smashes a Catakiller or Sally leaps out an enemies way are brought to life with a fantastic sense of speed. And it must be said that Sally and the Freedom Fighters never look better than when Spaz draws them. It's all really good looking except for two panels of Snively, where Robotnik's nephew looks especially grotesque.
“Genesis” is not a probing piece of highly dramatic writing. However, it is a lot of fun. The book looks great and seeing the old stages brought to life are fun. As always, I also enjoy seeing Sonic and the Freedom Fighters on an adventure together. Momentarily casting off the book's massive backstory and lore produces a fleet-footed and fun story. “Genesis” is off to a pretty good start. [7/10]
I wish he didn't include any of the SatAM elements. Seeing his friends again would have been a nice reward for "beating" the Genesis Wave. But I understand why he did it.
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